	

	attribute vec3 aVertexPosition;

	uniform mat4 uMVPMatrix;
	
	
	varying vec4 frag_pos;
	
	void main(void) {
				
		vec4 pos = uMVPMatrix * vec4(aVertexPosition, 1.0);

		
		frag_pos = pos;
		
		gl_Position = pos;
		//gl_Position = vec4(pos2[0], pos[1], pos[2], 1.0);
		
        //gl_Position = uMVPMatrix * vec4(aVertexPosition, 1.0);
		//frag_pos = gl_Position[2];
    }